By the way i have question about workflow. Iam still learning and havnt touched materials and shading part yet.
But is there easy way to render scene in Karma XPU as preview (for client corects and stuff)
And then render same scene in Arnold or Octane as final stage. Render for production and postprocess stage.
So.. is there any easy way for that? Or i have to make duplicate materials and lights and all for 2 different renderers?
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Houdini Lounge » Karma CPU vs Arnold/Vray etc.
- oldteapot7
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Houdini Lounge » What do you guys think of this node workflow with AI?
- oldteapot7
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I really hope so
And with so many LLM models to chose from, both open source or closed ones it would be cool if Houdini would be AI agnostic and work with all of them by entering differen API keys.
BTW. There should be some open souce Houdini training dataset for fine tuning models!
Houdini is great but require too many clicks from artist, also UI is quite old and harsh for eyes and brain when working in real world productions so help from coopilot or AI assistance would be awsome!
And with so many LLM models to chose from, both open source or closed ones it would be cool if Houdini would be AI agnostic and work with all of them by entering differen API keys.
BTW. There should be some open souce Houdini training dataset for fine tuning models!
Houdini is great but require too many clicks from artist, also UI is quite old and harsh for eyes and brain when working in real world productions so help from coopilot or AI assistance would be awsome!
Edited by oldteapot7 - March 13, 2024 02:54:31
Houdini Lounge » What do you guys think about sora?
- oldteapot7
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I can easilly imagine that LLM will help a lot in Houdini. It can code in python so it could learn how to connect nodes without any problems.
Even open source LLMs like Mixtral 7x8B could be finetuned now.
So artist could give commands aka prompts for fe. Rigging, simulation, etc.
- Id love to use it for material creation.
- For material transformation from one renderer to another.
- For transforming from realtime simulation (like embergen) into final high quality simulations.
- For managing all morph targets in lipsync animation.
- and any task that require lots of clicks and playing with numbers in settings wich is a lot in Houdini.
I just want to have collection of prompts that can be used in boring tasks. And concetrate on artistic aspect of creation not technical.
Even open source LLMs like Mixtral 7x8B could be finetuned now.
So artist could give commands aka prompts for fe. Rigging, simulation, etc.
- Id love to use it for material creation.
- For material transformation from one renderer to another.
- For transforming from realtime simulation (like embergen) into final high quality simulations.
- For managing all morph targets in lipsync animation.
- and any task that require lots of clicks and playing with numbers in settings wich is a lot in Houdini.
I just want to have collection of prompts that can be used in boring tasks. And concetrate on artistic aspect of creation not technical.
Edited by oldteapot7 - March 7, 2024 18:44:47
Houdini Lounge » What do you guys think about sora?
- oldteapot7
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The only way to stop use of generative video is to have better alternative. So instead of generating explosions and oceans as video there should be generative 3D that could make oceans and other VFX by entering prompts. 3D will give better controll for fine tuning and tweaking. And Sora could be great for preproduction and saving time when working with clients and their stupid ideas xD
"What a time to be alive" !
"What a time to be alive" !
Houdini Lounge » The free ALab USD scene from Animal Logic
- oldteapot7
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And how long it took to render on 16 core AMD CPU? Btw iam planing to upgrade my old box to 16 core CPU i hope it likes Houdini and vice versa
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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Ah yes, for working with plugin is way better to have quick tips.
But i haven't bough Your plugin yet, so id like to know as much as i can before buy
I think from marketing point of view is better to have good documentation and afaik there isn't link to it on gumroad site.
So concluding Houdini + Alexey's plugin makes it great modeller.
I hope that there are some plugins for animators too
I cant stand that standard animation curve editor where you even cant tear off animation layer part of UI and put it on second monitor
I wish that something like in OTOYs tool for working on cached animation would be build in Houdini. Ehh a bit OT now so i end
Good luck with Modeler 2024!
But i haven't bough Your plugin yet, so id like to know as much as i can before buy
I think from marketing point of view is better to have good documentation and afaik there isn't link to it on gumroad site.
So concluding Houdini + Alexey's plugin makes it great modeller.
I hope that there are some plugins for animators too
I cant stand that standard animation curve editor where you even cant tear off animation layer part of UI and put it on second monitor
I wish that something like in OTOYs tool for working on cached animation would be build in Houdini. Ehh a bit OT now so i end
Good luck with Modeler 2024!
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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Now UI looks cool!
That big gray box that took half of the screen looked very not ergonomic for longer work with it, great that you have chenged that.
Is there help file i could read, iam curious what tools are there (i only saw some videos on YT) byt iam old school and prefer written documentation xD
That big gray box that took half of the screen looked very not ergonomic for longer work with it, great that you have chenged that.
Is there help file i could read, iam curious what tools are there (i only saw some videos on YT) byt iam old school and prefer written documentation xD
Edited by oldteapot7 - Dec. 11, 2023 07:53:21
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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@Alexey can you tell what are limitations of Houdinis SDK or API from Developer point of view? Iam not coder but artist but iam very curious how its all build under the hood? I feel that it all moving in good direction tho
I have feeling that there is problem with building customs UI. Id love to see nice and well designed Icons and stuff not just boxes with text like in Your plugin (sorry for saying that) Big wall with rectangle brics can make modeler artis tired very quicky. Brain must to find right button in all that looks the same. Process of picking cost too much energy when you do it all day.
I think all Devs will gain from easy to code custom UIs that also can live on screen as HUDs, but in parameter pan too. Hell even i could code something in VEX and create custom UI for it ) but i never seen such option anywhere. All is too generic and looks like only coders "designed" it but not artist and graphics...
Anyway are there brush tools in Your plugin? I Am not talking for replacing Zbrush but more advanced brushes with masks that can freeze parts of geometry so its possible to quickly do custom morphs for animations or fix animation poses for more expressive style.
Also i think that it would be cool if you will work as SideFX employee and integrated your plugin into core of Houdini. But not as single node but more like fixing all modeling nodes. You proved that you are deep into modeling
I would like that option instead of buying extra plugins like in Autodesk frankenstein products xD
.
I have feeling that there is problem with building customs UI. Id love to see nice and well designed Icons and stuff not just boxes with text like in Your plugin (sorry for saying that) Big wall with rectangle brics can make modeler artis tired very quicky. Brain must to find right button in all that looks the same. Process of picking cost too much energy when you do it all day.
I think all Devs will gain from easy to code custom UIs that also can live on screen as HUDs, but in parameter pan too. Hell even i could code something in VEX and create custom UI for it ) but i never seen such option anywhere. All is too generic and looks like only coders "designed" it but not artist and graphics...
Anyway are there brush tools in Your plugin? I Am not talking for replacing Zbrush but more advanced brushes with masks that can freeze parts of geometry so its possible to quickly do custom morphs for animations or fix animation poses for more expressive style.
Also i think that it would be cool if you will work as SideFX employee and integrated your plugin into core of Houdini. But not as single node but more like fixing all modeling nodes. You proved that you are deep into modeling
I would like that option instead of buying extra plugins like in Autodesk frankenstein products xD
.
Edited by oldteapot7 - Dec. 11, 2023 07:15:52
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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I totally agree! (Even if i haven't played with it yet) usually people first try stuff that they will use all the time. Like modeling or editing animation curves, they do not care about sophisticated algorythyms for simulating white water when they decide if Houdini will be good for them.
So yes, for modeling few tools are used constantly and must be piece of art:
Symmetry, cut/split, extrude (polygon or polygonS extrude), collapse (collapsing few vertexes into single one also welding it, so it actually is only one point), move brush (with soft selection) enlarge or shrink brush also with soft selection on (softselection is affection other vertexes in whole mesh but with lower weight. And inser loop for controling density of polygons after polygon divide (turbo smooth, tesseletion or whatever its called in H.)
So for BOX MODELING you only need those nodes: Symmetry, cut, extrude, collapse, insert loop and brushes.
Then everyone that test Houdini for first time can fall in LOVE in it
.
So yes, for modeling few tools are used constantly and must be piece of art:
Symmetry, cut/split, extrude (polygon or polygonS extrude), collapse (collapsing few vertexes into single one also welding it, so it actually is only one point), move brush (with soft selection) enlarge or shrink brush also with soft selection on (softselection is affection other vertexes in whole mesh but with lower weight. And inser loop for controling density of polygons after polygon divide (turbo smooth, tesseletion or whatever its called in H.)
So for BOX MODELING you only need those nodes: Symmetry, cut, extrude, collapse, insert loop and brushes.
- Those are enough and you can model anything.
- All those tool i mentioning must be perfect and piece of art. Like fe. New bazier spline node is!
Then everyone that test Houdini for first time can fall in LOVE in it
.
Edited by oldteapot7 - Dec. 11, 2023 03:51:36
Houdini Lounge » The free ALab USD scene from Animal Logic
- oldteapot7
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WOW! Cool, thx
If ill import it to Karma XPU i can render it without problems? Or i have to setup materials and shit?
If ill import it to Karma XPU i can render it without problems? Or i have to setup materials and shit?
Houdini Lounge » Karma XPU (H20) vs Redshift
- oldteapot7
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BTW. Is there set of scene files with few examples from Karma XPU? With Proper settings for lights, materials and render settings? Id love to play with ready to test examples so i can check how fast it is on my old machine. I still learning so i don't know how to setup it in Solaris myself (yet)
Id love to see more advanced scene files for each key element. Like it was with 3Ds MAX. Even reading help file wasn't needed back then
Id love to see more advanced scene files for each key element. Like it was with 3Ds MAX. Even reading help file wasn't needed back then
Houdini Lounge » Solaris Concept Question
- oldteapot7
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iam not that advanced in Houdini and still didnt test Solaris propperly but i think if its look dev module so there should also be advanced sollution for multicamera shots, easy for DOP "Director of Photography" to manipulate in non destructive not linear approach with UI interface a bit like from Adobe Premiere or other software for film editing.
So Solaris would be usefull not only for look dev of still images but also for animation/commercial blocking and editing for animatics and stuff.
i miss that option too..
So Solaris would be usefull not only for look dev of still images but also for animation/commercial blocking and editing for animatics and stuff.
i miss that option too..
Houdini Lounge » Thickness and brightness of the handle.
- oldteapot7
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btw what are shortcuts to make gizmo bigger? and lines thicker? als shortut to relocate gizmo without movig object?
Houdini Lounge » about XPU Houdin 20 and Mac Ultra M2
- oldteapot7
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I wonder how many Houdini guys using this Apple silicon M processors anyway? It looks like toy CPU with integrated low performance GPU that is design mostly for tablets (iPad) and other mobile devices. So from definition it cant be powerfull. Mayby it have 32 cores in the strongest model but still its only ARM processor and half of the cores are "power efficient" wich means that are very weak. And its seen in the architecture of CPU, power efficient cores are twice smaller.
So i wonder who is using it for Houdini and what is the %percentage of users?
In other words why SideFX even bother in making version of Houdini for M CPU?
IMO its waste of time and programmers effort and human resources in SESI.
People fall too much in Apple marketing and propaganda...
So i wonder who is using it for Houdini and what is the %percentage of users?
In other words why SideFX even bother in making version of Houdini for M CPU?
IMO its waste of time and programmers effort and human resources in SESI.
People fall too much in Apple marketing and propaganda...
Edited by oldteapot7 - Nov. 8, 2023 06:40:57
Houdini Lounge » Houdini Viewport Enhancement Wishlist
- oldteapot7
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defenitly: Modern looking gizmos! with new design like thicker, solid colors, simple flat design no funcy mouseover highlights (insted whole axis highlight) and all other cool stuff that are invented in other apps.
GIZMOS are used ALL the time. it must be piece of art
GIZMOS are used ALL the time. it must be piece of art
Edited by oldteapot7 - Nov. 3, 2023 03:09:51
Houdini Lounge » H20 question - could someone describe the advantages of APEX system?
- oldteapot7
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Propabbly i didnt wrote it clear, soŕry for my english btw.
mentioning Vulkan i referred to one of the developers that said that new feautures from ToDo list will show in H production builds and they will not wait till 20.5 to release them. so thats about Vulkan. so the same could be with APEX new functions and NEW vieport HUDs?
now: HUDs (Head Up Display) AFAIK main idea is to give animators all they need on Vieport in form of quicly and easy to use tools such brand new "selection sets" and "value sliders" or whatever its called. This is GREAT IDEA!
So animators dont have to deal with rest of Houdini UI such as nodes and ugly parameter pannels.
All i suggest is to make those new pannes completly NEW from design point of view. fe. make them fully customizable, resizable, etc. so fe horizontal and vertical sliders are possible. etc. also make tabs for them to orginize. fe. each tab contains HUDs for each character.
Make them NEW from scratch not just clones from parameters menu.
like real HUDs friendly for animators.
i know its not related to Vulkan (but who knows mayby there
are speciall hardware accelerated function just for HUDs?)
i think its more connected with Qt 6.6 or whatever Houdini is using for UI.
i hope that iam more clear now?
mentioning Vulkan i referred to one of the developers that said that new feautures from ToDo list will show in H production builds and they will not wait till 20.5 to release them. so thats about Vulkan. so the same could be with APEX new functions and NEW vieport HUDs?
now: HUDs (Head Up Display) AFAIK main idea is to give animators all they need on Vieport in form of quicly and easy to use tools such brand new "selection sets" and "value sliders" or whatever its called. This is GREAT IDEA!
So animators dont have to deal with rest of Houdini UI such as nodes and ugly parameter pannels.
All i suggest is to make those new pannes completly NEW from design point of view. fe. make them fully customizable, resizable, etc. so fe horizontal and vertical sliders are possible. etc. also make tabs for them to orginize. fe. each tab contains HUDs for each character.
Make them NEW from scratch not just clones from parameters menu.
like real HUDs friendly for animators.
i know its not related to Vulkan (but who knows mayby there
are speciall hardware accelerated function just for HUDs?)
i think its more connected with Qt 6.6 or whatever Houdini is using for UI.
i hope that iam more clear now?
Edited by oldteapot7 - Nov. 3, 2023 03:15:25
Houdini Lounge » H20 question - could someone describe the advantages of APEX system?
- oldteapot7
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i hope that same as with Vulcan viewport new feautures will be added to every new production build of Houdini?, Thats what SESI do anyway, right?
so animators dont have yo wait till 20.5 for some small but importantd upgrades in lates say HUD display animation targeted tools.
BTW please design look well, now its just same ugly slider as in main UI.
but it could be way cooler, way more ergonomic and good looking sliders and other stuff.
i belive that was shown was just quick placeholder that just works but not looks, but it all need redesign to fit well on screen.
and it should be fully customizambe. some animators might preffer heavy color thick sliders and other just tiny lines without any numbers. just something to easilly grab and more around on screen space.
also mayby its good idea to make tabs on vulcan screen? so each tab can contain diffetent animation palletes like selection sets. its like with multi desktop on windows that you can fast switch betwean differen workplaces.
ideal if there will be SDK or whatever its called to make ownt sliders, spinners, bone selectors, switchers, XY box areas where yo have sliders in X and Y directoons (fe. for eyes)
well basicy everything that is build from splines for animation controll could live just flat onscreen. it will be most handy sollution.fe, tabs could be good for organizing fe. lots of sliders for morph targets. i belive that for Animators UI/UX is most important becouse it their primary tool for endless tweaking poses and timing.
also some sort of painting/drawing on each frame on Vulcan wievport will be helpfull. So animators can draw all the arcs, poses etc. usually animators can draw preatty good and its faster for them to just draw poses and block animation.
please do not copy this ugly 15 yo panel sliders from main UI and instead make it super cool looking, super customizable and savable and sharable. so if somone will made in python or something beter UI for animators they could check and use it. fe. sliders for morphs wich is always pain to mix correct ones xD
Those HUD sliders must be able to store and save verys fast movement. so fe. when animator will hit autokey and press run he could be live capture of fast movement. lates call it real time motion capture with Wacom tablet.itll be nice if there will be possible to connect sliders to some mocap devices like gloves ets. so we could animate morph targets using our 10 fingers (its cool AF)
This on screen HUD should be next level state of art both functional and design wise thing not clone of that old ugly and messy Houdini UI
so animators dont have yo wait till 20.5 for some small but importantd upgrades in lates say HUD display animation targeted tools.
BTW please design look well, now its just same ugly slider as in main UI.
but it could be way cooler, way more ergonomic and good looking sliders and other stuff.
i belive that was shown was just quick placeholder that just works but not looks, but it all need redesign to fit well on screen.
and it should be fully customizambe. some animators might preffer heavy color thick sliders and other just tiny lines without any numbers. just something to easilly grab and more around on screen space.
also mayby its good idea to make tabs on vulcan screen? so each tab can contain diffetent animation palletes like selection sets. its like with multi desktop on windows that you can fast switch betwean differen workplaces.
ideal if there will be SDK or whatever its called to make ownt sliders, spinners, bone selectors, switchers, XY box areas where yo have sliders in X and Y directoons (fe. for eyes)
well basicy everything that is build from splines for animation controll could live just flat onscreen. it will be most handy sollution.fe, tabs could be good for organizing fe. lots of sliders for morph targets. i belive that for Animators UI/UX is most important becouse it their primary tool for endless tweaking poses and timing.
also some sort of painting/drawing on each frame on Vulcan wievport will be helpfull. So animators can draw all the arcs, poses etc. usually animators can draw preatty good and its faster for them to just draw poses and block animation.
please do not copy this ugly 15 yo panel sliders from main UI and instead make it super cool looking, super customizable and savable and sharable. so if somone will made in python or something beter UI for animators they could check and use it. fe. sliders for morphs wich is always pain to mix correct ones xD
Those HUD sliders must be able to store and save verys fast movement. so fe. when animator will hit autokey and press run he could be live capture of fast movement. lates call it real time motion capture with Wacom tablet.itll be nice if there will be possible to connect sliders to some mocap devices like gloves ets. so we could animate morph targets using our 10 fingers (its cool AF)
This on screen HUD should be next level state of art both functional and design wise thing not clone of that old ugly and messy Houdini UI
Edited by oldteapot7 - Nov. 2, 2023 12:42:33
Houdini Lounge » H20 question - could someone describe the advantages of APEX system?
- oldteapot7
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i still wondering why motion data is stored in APEX framework as geometry? Its really interesting out of the box idea and i feel that in future it will allow for something stunning not just animation performance speed up.
and more important how it is edited at the moment? is the motion data from APEX sucked and converted to standard motion paths (in graph editor with 3 bazier curves as channels: X, Y, Z)? isnt there any bottleneck? or mayby it is only temp sollution since totally new graph editor will show up? (i hope)
even more i wonder how those amazing new animation sliders work? do they operate on graph editor standard channels or mayby directly on stored motion path data in APEX?
Is it gonna be possible to import UE MetaHuman and store it entorly in APEX format, with all extra controllers for face, blendshapes (this is confirmed) and what else this MetaHuman have. I bet it will but question is more when?
iam really excited about that APEX. i was expecting some animation improvements but is is just another whole galaxy of possibiliteies added for animators!
i wonder if new Vulcan Vieport and new animation system could work together? by that i mean that actually viewport can display animation curves as 3D objects (with anialising and any thic u like), also keys and layers, non linear animation vlops etc.
i mean making UI/UX interface entirly inside Vulkan. so animation keys (dots, icons, sprites) will not be bitmaps based anymore but mayby 3D objects?, with raytraced shadows and sss just for fun xD
so animation spreadsheet, keys, curves all could live in actual 3D Vulcan viewport accellerated with hardware so milions of bazier curves wont be problem anymore. iam just dreaming anyway
Oh and talking about animation YT sugested me Blender roadmap for their improving in animations. Iam not Blender fan at all but they could have some cool ideas too, that could be adapted (borrowed xD) to Houdini fe. placement of pose library is in right place IMO (just above timeline) so that could be copied xd. i bet that SideFX team know what other do but ill attatch this YT anyway
Your text to link here... [youtu.be]
and more important how it is edited at the moment? is the motion data from APEX sucked and converted to standard motion paths (in graph editor with 3 bazier curves as channels: X, Y, Z)? isnt there any bottleneck? or mayby it is only temp sollution since totally new graph editor will show up? (i hope)
even more i wonder how those amazing new animation sliders work? do they operate on graph editor standard channels or mayby directly on stored motion path data in APEX?
Is it gonna be possible to import UE MetaHuman and store it entorly in APEX format, with all extra controllers for face, blendshapes (this is confirmed) and what else this MetaHuman have. I bet it will but question is more when?
iam really excited about that APEX. i was expecting some animation improvements but is is just another whole galaxy of possibiliteies added for animators!
i wonder if new Vulcan Vieport and new animation system could work together? by that i mean that actually viewport can display animation curves as 3D objects (with anialising and any thic u like), also keys and layers, non linear animation vlops etc.
i mean making UI/UX interface entirly inside Vulkan. so animation keys (dots, icons, sprites) will not be bitmaps based anymore but mayby 3D objects?, with raytraced shadows and sss just for fun xD
so animation spreadsheet, keys, curves all could live in actual 3D Vulcan viewport accellerated with hardware so milions of bazier curves wont be problem anymore. iam just dreaming anyway
Oh and talking about animation YT sugested me Blender roadmap for their improving in animations. Iam not Blender fan at all but they could have some cool ideas too, that could be adapted (borrowed xD) to Houdini fe. placement of pose library is in right place IMO (just above timeline) so that could be copied xd. i bet that SideFX team know what other do but ill attatch this YT anyway
Your text to link here... [youtu.be]
Edited by oldteapot7 - Oct. 31, 2023 12:36:41
Houdini Lounge » H20 question - could someone describe the advantages of APEX system?
- oldteapot7
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If there is "skinned geometry" how about morph targets? are they also stored in APEX framework?
also is it possible to store bones for facial rig there?
i hope that in future APEX will use ML so animating and setting poses will be easy. somethink like in Cascadour whith autopose turned on.
ah i assume that APEX is multihreaded?
also is it possible to store bones for facial rig there?
i hope that in future APEX will use ML so animating and setting poses will be easy. somethink like in Cascadour whith autopose turned on.
ah i assume that APEX is multihreaded?
Edited by oldteapot7 - Oct. 30, 2023 17:47:03
Houdini Lounge » H20 questions about the new animation system
- oldteapot7
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in Keynot it was written 150 houers of velum simulation not "150k" also for this thin hippo 6k poses were used and for inflated one 3k. and it was R&D
This ML is fantastic! i hope that it will be possible to add extra poses using Lora or other checkpoints techniques or merging different models.
fe. prepared by SideFX fully anatomicly corect human like from Unreal 5.3 and modified it to more cartoony character using Lora checkpoint and extra poses. This mixing of ML models is a must option
Anyway iam trying to understand what this Apex is and .. hmm i have no clue xD
But i see that there are new manipulation gizmos! finally good for animators! (not those ugly thin one from normal Houdini. ahh i hate those blurry highlight on them, its soooo 90s)
i have QESTION is this APEX engin fast? and why it is fast compared to other frameworks? does it use CUDA for proccessing this packed geometry and stuff? (all i care is faaast feedback from animated characters)
Are there any plans to cache in RAM those APEX characters to gain even more speed?
AND how motion is stored in geometry? i mean WTF xD its like hard to swallow concept
what this mean for animator?
is it possible to modify those animated paths (baxier curves? wtf is it actually) using Houdini SOP nodes? fe. smoothing them or resampling?
anyway this APEX ROX i can feel it
This ML is fantastic! i hope that it will be possible to add extra poses using Lora or other checkpoints techniques or merging different models.
fe. prepared by SideFX fully anatomicly corect human like from Unreal 5.3 and modified it to more cartoony character using Lora checkpoint and extra poses. This mixing of ML models is a must option
Anyway iam trying to understand what this Apex is and .. hmm i have no clue xD
But i see that there are new manipulation gizmos! finally good for animators! (not those ugly thin one from normal Houdini. ahh i hate those blurry highlight on them, its soooo 90s)
i have QESTION is this APEX engin fast? and why it is fast compared to other frameworks? does it use CUDA for proccessing this packed geometry and stuff? (all i care is faaast feedback from animated characters)
Are there any plans to cache in RAM those APEX characters to gain even more speed?
AND how motion is stored in geometry? i mean WTF xD its like hard to swallow concept
what this mean for animator?
is it possible to modify those animated paths (baxier curves? wtf is it actually) using Houdini SOP nodes? fe. smoothing them or resampling?
anyway this APEX ROX i can feel it
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